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eezstreet

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Everything posted by eezstreet

  1. Have you tried enabling r_dynamicglow in SP?
  2. Yeah, that's because singleplayer JKA has half the miniheapsize of multiplayer. Don't ask me why it's like that, but either way it's correctly set as the MP size in OpenJK. If you're getting errors in singleplayer while using jamp.exe, it's not even worth it to sacrifice quality imo.
  3. The exact error can happen in two different places (in MP, couldn't find the error in SP): TransformedVerts = (float *)G2VertSpace->MiniHeapAlloc(surface->numVerts * 5 * 4); g.mTransformedVertsArray = (size_t*)G2VertSpace->MiniHeapAlloc(g.currentModel->mdxm->numSurfaces * sizeof (size_t)); It's either the number of vertices in a single surface, or it's the total number of surfaces.
  4. Granted, my feature list is a bit small right now, but there's not much more space I have to work with here.
  5. I hate to be the bearer of bad news, but based on the official website for the season pass, it doesn't look like there's going to be any prequel content at all, at least for the first game. Or if there is going to be prequel content, that's what the last unnamed expansion is going to entail. So for all of the prequel battles (Naboo, Geonosis, Order 66 Coruscant, Utapau, Kashykkk, ...), it seems silly to lump it all in one expansion, which I don't think they'll do. Realistically I would expect them to do maybe one battle (the one on Geonosis is the most iconic, certainly), if any, but I agree, that sucks.
  6. The solution to fix JA's terrible waypointing is to...fix JA's terrible waypointing. The problem (and I've always asserted this, over and over) is the terrible waypointing that is done in the maps. Do you want an example of AI that is perfectly waypointed? Try looking at what JK2 did with their maps. A lot of this can be fixed with map modding. Granted, the code in JKA is a bit different, getting it to be at JK2-level isn't hard.
  7. Meanwhile, I am sure that some who paid $50 for the season pass are a bit angry, considering that only one DLC has come out so far. (They've promised at least 4, but the last one is not coming out until 2017!) By comparison, Fallout 4 came out around the same time and has had three DLCs (the third one coming out in a few days). The price was originally $30 for that, and they later jumped the price up to $50 because they are coming out with more content than expected.
  8. Added a section detailing the randomized dialogue system. This is a cool idea, but I wouldn't support it being in the lower difficulty settings.
  9. Code Changes Weapons SFX Sabers and Ignition Flares, just like in the JKA version of the mod.Trip Mines can now be disarmed with the USE key. This includes both your own and enemies'Your trip mines will no longer blow up if you walk through them, and you can place an infinite number of them.The AT-ST has a forward-mounted minigun that both shoots really fast and requires time to charge up. This replaces the primary fire of the Main Cannon.NPCs Includes the new AI Workshop, to debug (and screw around with) NPCs.New navigation tools in the 'nav' command like putting waypoints into maps, changing links, etcEnemies will now attempt to grab weapons which are better than their own. Beware of flechette-toting Imperials!You can now disable your Portable Assault Sentries with the USE key in order for them to preserve ammo.Floating droids (with the exception of the Seeker drone) now no longer disappear when you kill them - they give a small little explosion and then fall to the ground. The falling damage might make them go boom though. Also note that some weapons (explosives, DEMP2, sniper rifles) will always make them explode. Interrogator droids also have a random chance (~30%) of exploding instead of falling, that's just because they are so small.Force Powers You can now mind trick AT-STs.Lightning drains less force power and does more damage at all levels. At level 2, Lightning is much easier to hit targets with. At level 3, you can kill a standard Reborn with one full force bar of Lightning and a Reborn Boss with two and a half full force bars.While Force Speed is active, snipers will always miss you. New Cvars These new cvars were designed for use in Custom Games, which allow you to change up the gameplay for increased replayability.g_pullitems: Toggle pulling of itemsg_pushitems: Toggle pushing of itemsg_gripitems: Toggle gripping of items and placed trip mines/det packs. Note: may cause items to fall through the floor!g_sentryinfiniteammo: When enabled, the Portable Assault Sentry has infinite ammo.g_sentryexplode: When enabled, the Portable Assault Sentry will explode when it runs out of ammo (like in MP)g_sentrycheat: When this cvar is 1, the player can push over Portable Assault Sentries like NPCs can. When this cvar is 2, NPCs can't push over Portable Assault Sentries (but neither can you)g_npcsentryrate: How fast NPC Portable Assault Sentries should fireg_sentryrate: How fast your Portable Assault Sentries should fireg_maxsentries: How many Portable Assault Sentries you should be allowed to carry.g_maxseekers: How many Seeker Drones you should be allowed to carry.g_medpacheal: How much health Instant Medpacks should healg_medpacgrunt: If 1, medpacks will play the Bacta Grunt sound effectg_medpacmpsound: If 1, medpacks will play their MP sound effectg_medpacdoomsound: If 1, medpacks will play a custom sound effect (the one from Doom is included by default)g_armormpsound: If 1, all shield items will play the MP sound effect when picked upg_armorlgoverflow: If > 0, Large shield items will allow you to go over 100, like they do in MP. The amount that they let you go over is controlled by the cvar.g_armoroverflowdown: Controls how fast the overflow counts downg_armorsmamount: How much small shield items should give youg_armorlgamount: How much large shield items should give youg_ammompsound: If 1, ammo items will play the sound effect from MPg_bactaheal: How much Bacta items should heal you forg_bactagrunt: If 1 (it is by default), bactas will play the grunt sound effectg_bactampsound: If 1, bactas will play the MP sound effectg_bactadoomsound: If 1, bactas willl play a custom sound effect (the one from Doom is included by default)g_maxbactas: How many bactas you should be allowed to carryg_maxkeys: How many Supply Keys you should be allowed to carryg_keysused: How many Supply Keys are used up on a Supply Crate (default: 1)g_binocgivebatteries: When this cvar is 1, you are allowed to pick up Electrobinoculars item in the world, and it will give you batteries when doing so.g_binocrestrict: When this cvar is 1, you can't pick up Electrobinoculars in the world (unless doing so would give you batteries)g_binocdrainrate: Controls how fast the Electrobinoculars drains the batteryg_binocrandomrate: Percent chance that battery items are automatically converted into Electrobinoculars items.g_lagivebatteries: When this cvar is 1, the LA Goggles will give you batteries when picked up.g_larestrict: When this cvar is 1, the LA Goggles can't be picked up unless you don't already have a pair, or when doing so would give you batteries.g_ladrainrate: Dictates how fast the LA goggles drain the batteryg_larandomrate: Percent chance (from 0 to 100) that battery items are automatically converted into LA Goggles items. Setting both this and g_binocrandomrate to 100 will lead to some side effects.bg_repeaterrate: Dictates how fast the Heavy Repeater should fireg_repeaterspread: When 1, the repeater will use its ordinary spread. When 0, repeater won't spreadg_weaponFile: Says which external JSON file to use instead of weapons.datg_maxAmmo_Force: How much force you can have (at maximum)g_maxAmmo_Blaster: How much blaster pack ammo you can haveg_maxAmmo_Powercell: How much power cell ammo you can haveg_maxAmmo_MetalBolts: How much metallic bolt ammo you can haveg_maxAmmo_Rockets: How much rocket ammo you can haveg_maxAmmo_Thermal: How much thermal detonator ammo you can haveg_maxAmmo_TripMines: How much trip mine ammo you can haveg_maxAmmo_DetPack: How much det pack ammo you can haveg_maxAmmo_Emplaced: Does nothing Asset Changes New skyboxes for all missions except the ones in space (and Nar Shaddaa)AT-STs now have footstep and head-turning sound effects.Includes the lovely new Imperial Pistol by @@SilverfangIncludes the lovely E-11b Blaster Rifle from JKGDialogue Fixed lots (more than 50) missing subtitles and typos.50% chance to use 03jao012 (unused sound effect) instead of 03jao013 ("...make sure you search any officers for keycards")50% chance for Kyle to respond to 03jao012/03jao013 using a normally unused audio tidbit ("Thanks for the reminder.")50% chance to use 02kyk001 ("Looks like there's another level here, Jan. I'm going to check it out.") instead of 01kyk02925% chance for Jan (after 02kyk001/01kyk029) to ask Kyle if he needs help, 25% chance for her to tell him not to take all day, 25% chance for her to tell him to meet him at the ship, 25% chance for her to tell him to be careful.After asking Kyle if he needs help, there is a 25% chance that Jan doesn't reply, a 25% chance that Jan tells him to be careful, 25% chance for her to tell him not to take all day, 25% chance that she tells him to meet her at the ship.50% chance to play 05kyk020 ("Find Desann. But not before I meet a man about a weapon.") instead of 05kyk019 ("Find Desann. But first I need to get something that I left behind.")All of Luke's dialogue at the Academy (except for his third line) has a chance to play an alternate take.Almost all of Lando's dialogue on ns_starpad has a 50% chance of playing another variant.50% chance to play 12kyk028 ("I'm sensing something like a disturbance in the force but...it's so...different.") instead of 12kyk030 ("I sense a disturbance in the force but...there's something...strange...about it.")50% chance to play 12kyk031 ("A Jedi? No...he seemed...different, somehow.") instead of 12kyk029 ("He looked like a Jedi and fought like a Jedi, but his power felt so...warped.")The first reborn that you meet (in bespin_undercity) no longer responds with "You will die!" - it felt tacky to me I'll add more as I remember them.
  10. Thread moved to Ideas & Issues We have contacted the Dropbox Support and will let you know when we have more information.
  11. This would require editing the maps, and I don't have source for all of them.
  12. So I've spent pretty much all day working on this (lots of hiccups). But I hope to have it working by tomorrow, should be pretty simple. As a nice little side effect, I've implemented the ability to grip trip mines around with the g_gripItems cvar (which also lets you grip ammo and other items). It actually works pretty well.
  13. Maybe the DEMP2 can disable trip mines, allowing you to pick them up?
  14. Jedi Academy Enhanced has lightsaber holstering.
  15. Welcome! The source code for the game has actually been recently released, so there's still a community here, alive and kicking. If you want to find some mods for this game, you may find them in the Downloads section. JKFiles went down some time ago, but mrwonko has a mirror for the files.
  16. Ahh, yeah. Mind if I have permission to modify it and include it as part of my JK2:Enhanced mod? I have added some additional changes, like hardcoding the mucky one to only appear on yavin_canyon and an altered animsounds.cfg to have footstep and head turning sound effects.
  17. I am digging through the ATST code right now actually. Do you have a PK3 of this AT-ST that I can check?
  18. I still need a mapper to help me finish this, otherwise it's going to take forever to get done.
  19. [red]Thread locked[/red] As you wish.
  20. It sounds like the game is experiencing low FPS. What you could try doing is go into Catalyst Control Center and turning off OpenGL Triple Buffering as default under Gaming > 3D Application Settings. Maybe @@ensiform has some other idea.
  21. So I actually found a .zip with a compiled version of the game, and luckily I named the file the same name as the git hash, so I was able to find a relatively recent-ish backup of the code on github. All is not lost! I did lose quite a bit of progress with the lost map though. However I've been working diligently and I think I have a new, better idea where I want to take the map. More news to follow - maybe there will be a release soon.
  22. What happens when you go to a map? (ie, devmap mp/ctf1)
  23. I just hid a bunch of posts in this thread. Let's keep it civil, folks.
  24. You've still not addressed the fact that Lucasfilm is the author and that Star Wars was developed by a group of people. The fact that Lucas is no longer involved would be more relevant if Lucas was the sole author of every single thing in every single Star Wars movie, and did every single acting performance by himself. (Could you imagine him in the Slave Leia outfit? Ewww.) He didn't write every single thing (the famous "I know" line from Han Solo was ad-libbed by Harrison Ford), he didn't design the costumes or creatures (he may have given some specification on how they're supposed to look, even if it's as vague as "it looks like my dog" as he did with Chewbacca, but ultimately they were designed by someone else), and you seem to be ignoring this. Lucasfilm is still Lucasfilm. But hey, you say that apparently we the fans decide what the Canon is (ignoring Ping's point yet again), so what do I know? I just find it amusing that there is somehow a sea of discontent with Episode 7, when really it's a vocal minority complaining about one movie ruining the entire franchise. Let's talk about how Episode 1 and Episode 2 ruined it more, and get back at it.
  25. I never said that Cerez attacked anyone for their personal preferences. And, maybe he/she didn't explicitly hate it, but the entire OP is coming across as whining about how Episode 7 sucked/why it should not be considered a Star Wars movie, and we received the message the first time. We get it. The OP also doesn't introduce anything new to this debate, other than the weak argument that "Lucas wasn't involved, therefore it's not canon" which is silly - movies aren't made by one person, they're made by a team of people. Han Solo was originally an alien in Lucas' vision; does that make ANH not canon? If Jar Jar is somehow "more canon" (and by the OP's scale, "better" because apparently being canon is important) than Han Solo, please kill me, slowly, with much torture, thanks. Disney is not "taking control of something," they literally bought it from George Lucas and are allowed to do with the IP whatever they please. Here's a question to your logic though - would Jedi Knight games not be considered canon at all then because they were written and produced by Activision, having only been given the greenlight by someone at Lucasarts?
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